/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#include "Common.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Item.h"
#include "UpdateData.h"
#include "ObjectAccessor.h"

void WorldSession::HandleSplitItemOpcode(WorldPacket & recv_data)
{
    //sLog.outDebug("WORLD: CMSG_SPLIT_ITEM");
    uint8 srcbag, srcslot, dstbag, dstslot;
    uint32 count;

    recv_data >> srcbag >> srcslot >> dstbag >> dstslot >> count;
    //sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u, count = %u", srcbag, srcslot, dstbag, dstslot, count);

    uint16 src = ((srcbag << 8) | srcslot);
    uint16 dst = ((dstbag << 8) | dstslot);

    if (src == dst)
        return;

    if (count == 0)
        return;                                             //check count - if zero it's fake packet

    if (!_player->IsValidPos(srcbag, srcslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (!_player->IsValidPos(dstbag, dstslot, false))       // can be autostore pos
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    _player->SplitItem(src, dst, count);
}

void WorldSession::HandleSwapInvItemOpcode(WorldPacket & recv_data)
{
    //sLog.outDebug("WORLD: CMSG_SWAP_INV_ITEM");
    uint8 srcslot, dstslot;

    recv_data >> dstslot >> srcslot;
    //sLog.outDebug("STORAGE: receive srcslot = %u, dstslot = %u", srcslot, dstslot);

    // prevent attempt swap same item to current position generated by client at special checting sequence
    if (srcslot == dstslot)
        return;

    if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, srcslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, dstslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    uint16 src = ((INVENTORY_SLOT_BAG_0 << 8) | srcslot);
    uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | dstslot);

    _player->SwapItem(src, dst);
}

void WorldSession::HandleAutoEquipItemSlotOpcode(WorldPacket & recv_data)
{
    uint64 itemguid;
    uint8 dstslot;
    recv_data >> itemguid >> dstslot;

    // cheating attempt, client should never send opcode in that case
    if (!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0, dstslot))
        return;

    Item* item = _player->GetItemByGuid(itemguid);
    uint16 dstpos = dstslot | (INVENTORY_SLOT_BAG_0 << 8);

    if (!item || item->GetPos() == dstpos)
        return;

    _player->SwapItem(item->GetPos(), dstpos);
}

void WorldSession::HandleSwapItem(WorldPacket & recv_data)
{
    //sLog.outDebug("WORLD: CMSG_SWAP_ITEM");
    uint8 dstbag, dstslot, srcbag, srcslot;

    recv_data >> dstbag >> dstslot >> srcbag >> srcslot ;
    //sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u", srcbag, srcslot, dstbag, dstslot);

    uint16 src = ((srcbag << 8) | srcslot);
    uint16 dst = ((dstbag << 8) | dstslot);

    // prevent attempt swap same item to current position generated by client at special checting sequence
    if (src == dst)
        return;

    if (!_player->IsValidPos(srcbag, srcslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (!_player->IsValidPos(dstbag, dstslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    _player->SwapItem(src, dst);
}

void WorldSession::HandleAutoEquipItemOpcode(WorldPacket & recv_data)
{
    //sLog.outDebug("WORLD: CMSG_AUTOEQUIP_ITEM");
    uint8 srcbag, srcslot;

    recv_data >> srcbag >> srcslot;
    //sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);

    Item *pSrcItem  = _player->GetItemByPos(srcbag, srcslot);
    if (!pSrcItem)
        return;                                             // only at cheat

    uint16 dest;
    uint8 msg = _player->CanEquipItem(NULL_SLOT, dest, pSrcItem, !pSrcItem->IsBag());
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pSrcItem, NULL);
        return;
    }

    uint16 src = pSrcItem->GetPos();
    if (dest == src)                                           // prevent equip in same slot, only at cheat
        return;

    Item *pDstItem = _player->GetItemByPos(dest);
    if (!pDstItem)                                         // empty slot, simple case
    {
        _player->RemoveItem(srcbag, srcslot, true);
        _player->EquipItem(dest, pSrcItem, true);
        _player->AutoUnequipOffhandIfNeed();
    }
    else                                                    // have currently equipped item, not simple case
    {
        uint8 dstbag = pDstItem->GetBagSlot();
        uint8 dstslot = pDstItem->GetSlot();

        msg = _player->CanUnequipItem(dest, !pSrcItem->IsBag());
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pDstItem, NULL);
            return;
        }

        // check dest->src move possibility
        ItemPosCountVec sSrc;
        uint16 eSrc = 0;
        if (_player->IsInventoryPos(src))
        {
            msg = _player->CanStoreItem(srcbag, srcslot, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanStoreItem(srcbag, NULL_SLOT, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, sSrc, pDstItem, true);
        }
        else if (_player->IsBankPos(src))
        {
            msg = _player->CanBankItem(srcbag, srcslot, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanBankItem(srcbag, NULL_SLOT, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, sSrc, pDstItem, true);
        }
        else if (_player->IsEquipmentPos(src))
        {
            msg = _player->CanEquipItem(srcslot, eSrc, pDstItem, true);
            if (msg == EQUIP_ERR_OK)
                msg = _player->CanUnequipItem(eSrc, true);
        }

        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pDstItem, pSrcItem);
            return;
        }

        // now do moves, remove...
        _player->RemoveItem(dstbag, dstslot, false);
        _player->RemoveItem(srcbag, srcslot, false);

        // add to dest
        _player->EquipItem(dest, pSrcItem, true);

        // add to src
        if (_player->IsInventoryPos(src))
            _player->StoreItem(sSrc, pDstItem, true);
        else if (_player->IsBankPos(src))
            _player->BankItem(sSrc, pDstItem, true);
        else if (_player->IsEquipmentPos(src))
            _player->EquipItem(eSrc, pDstItem, true);

        _player->AutoUnequipOffhandIfNeed();
    }
}

void WorldSession::HandleDestroyItemOpcode(WorldPacket & recv_data)
{
    //sLog.outDebug("WORLD: CMSG_DESTROYITEM");
    uint8 bag, slot, count, data1, data2, data3;

    recv_data >> bag >> slot >> count >> data1 >> data2 >> data3;
    //sLog.outDebug("STORAGE: receive bag = %u, slot = %u, count = %u", bag, slot, count);

    uint16 pos = (bag << 8) | slot;

    // prevent drop unequipable items (in combat, for example) and non-empty bags
    if (_player->IsEquipmentPos(pos) || _player->IsBagPos(pos))
    {
        uint8 msg = _player->CanUnequipItem(pos, false);
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, _player->GetItemByPos(pos), NULL);
            return;
        }
    }

    Item *pItem  = _player->GetItemByPos(bag, slot);
    if (!pItem)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (pItem->GetProto()->Flags & ITEM_PROTO_FLAG_INDESTRUCTIBLE)
    {
        _player->SendEquipError(EQUIP_ERR_CANT_DROP_SOULBOUND, NULL, NULL);
        return;
    }

    if (count)
    {
        uint32 i_count = count;
        _player->DestroyItemCount(pItem, i_count, true);
    }
    else
        _player->DestroyItem(bag, slot, true);
}

// Only _static_ data send in this packet !!!
void WorldSession::HandleItemQuerySingleOpcode(WorldPacket & recv_data)
{
    //sLog.outDebug("WORLD: CMSG_ITEM_QUERY_SINGLE");
    uint32 item;
    recv_data >> item;

    sLog.outDetail("STORAGE: Item Query = %u", item);

    ItemPrototype const *pProto = sObjectMgr.GetItemPrototype(item);
    if (pProto)
    {
        std::string Name        = pProto->Name1;
        std::string Description = pProto->Description;

        int loc_idx = GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
        {
            if (ItemLocale const *il = sObjectMgr.GetItemLocale(pProto->ItemId))
            {
                sObjectMgr.GetLocaleString(il->Name, loc_idx, Name);
                sObjectMgr.GetLocaleString(il->Description, loc_idx, Description);
            }
        }
        // guess size
        WorldPacket data(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 600);
        data << pProto->ItemId;
        data << pProto->Class;
        data << pProto->SubClass;
        data << int32(pProto->Unk0);                        // new 2.0.3, not exist in wdb cache?
        data << Name;
        data << uint8(0x00);                                //pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name...
        data << uint8(0x00);                                //pProto->Name3; // blizz not send name there, just uint8(0x00);
        data << uint8(0x00);                                //pProto->Name4; // blizz not send name there, just uint8(0x00);
        data << pProto->DisplayInfoID;
        data << pProto->Quality;
        data << pProto->Flags;
        data << pProto->Flags2;
        data << pProto->BuyPrice;
        data << pProto->SellPrice;
        data << pProto->InventoryType;
        data << pProto->AllowableClass;
        data << pProto->AllowableRace;
        data << pProto->ItemLevel;
        data << pProto->RequiredLevel;
        data << pProto->RequiredSkill;
        data << pProto->RequiredSkillRank;
        data << pProto->RequiredSpell;
        data << pProto->RequiredHonorRank;
        data << pProto->RequiredCityRank;
        data << pProto->RequiredReputationFaction;
        data << pProto->RequiredReputationRank;
        data << int32(pProto->MaxCount);
        data << int32(pProto->Stackable);
        data << pProto->ContainerSlots;
        data << pProto->StatsCount;                         // item stats count
        for (uint32 i = 0; i < pProto->StatsCount; ++i)
        {
            data << pProto->ItemStat[i].ItemStatType;
            data << pProto->ItemStat[i].ItemStatValue;
        }
        data << pProto->ScalingStatDistribution;            // scaling stats distribution
        data << pProto->ScalingStatValue;                   // some kind of flags used to determine stat values column
        for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
        {
            data << pProto->Damage[i].DamageMin;
            data << pProto->Damage[i].DamageMax;
            data << pProto->Damage[i].DamageType;
        }

        // resistances (7)
        data << pProto->Armor;
        data << pProto->HolyRes;
        data << pProto->FireRes;
        data << pProto->NatureRes;
        data << pProto->FrostRes;
        data << pProto->ShadowRes;
        data << pProto->ArcaneRes;

        data << pProto->Delay;
        data << pProto->AmmoType;
        data << pProto->RangedModRange;

        for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
        {
            // send DBC data for cooldowns in same way as it used in Spell::SendSpellCooldown
            // use `item_template` or if not set then only use spell cooldowns
            SpellEntry const* spell = sSpellStore.LookupEntry(pProto->Spells[s].SpellId);
            if (spell)
            {
                bool db_data = pProto->Spells[s].SpellCooldown >= 0 || pProto->Spells[s].SpellCategoryCooldown >= 0;

                data << pProto->Spells[s].SpellId;
                data << pProto->Spells[s].SpellTrigger;
                data << uint32(-abs(pProto->Spells[s].SpellCharges));

                if (db_data)
                {
                    data << uint32(pProto->Spells[s].SpellCooldown);
                    data << uint32(pProto->Spells[s].SpellCategory);
                    data << uint32(pProto->Spells[s].SpellCategoryCooldown);
                }
                else
                {
                    data << uint32(spell->RecoveryTime);
                    data << uint32(spell->Category);
                    data << uint32(spell->CategoryRecoveryTime);
                }
            }
            else
            {
                data << uint32(0);
                data << uint32(0);
                data << uint32(0);
                data << uint32(-1);
                data << uint32(0);
                data << uint32(-1);
            }
        }
        data << pProto->Bonding;
        data << Description;
        data << pProto->PageText;
        data << pProto->LanguageID;
        data << pProto->PageMaterial;
        data << pProto->StartQuest;
        data << pProto->LockID;
        data << int32(pProto->Material);
        data << pProto->Sheath;
        data << pProto->RandomProperty;
        data << pProto->RandomSuffix;
        data << pProto->Block;
        data << pProto->ItemSet;
        data << pProto->MaxDurability;
        data << pProto->Area;
        data << pProto->Map;                                // Added in 1.12.x & 2.0.1 client branch
        data << pProto->BagFamily;
        data << pProto->TotemCategory;
        for (int s = 0; s < MAX_ITEM_PROTO_SOCKETS; ++s)
        {
            data << pProto->Socket[s].Color;
            data << pProto->Socket[s].Content;
        }
        data << pProto->socketBonus;
        data << pProto->GemProperties;
        data << pProto->RequiredDisenchantSkill;
        data << pProto->ArmorDamageModifier;
        data << uint32(abs(pProto->Duration));              // added in 2.4.2.8209, duration (seconds)
        data << pProto->ItemLimitCategory;                  // WotLK, ItemLimitCategory
        data << pProto->HolidayId;                          // Holiday.dbc?
        SendPacket(&data);
    }
    else
    {
        sLog.outDebug("WORLD: CMSG_ITEM_QUERY_SINGLE - NO item INFO! (ENTRY: %u)", item);
        WorldPacket data(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 4);
        data << uint32(item | 0x80000000);
        SendPacket(&data);
    }
}

void WorldSession::HandleReadItem(WorldPacket & recv_data)
{
    //sLog.outDebug("WORLD: CMSG_READ_ITEM");

    uint8 bag, slot;
    recv_data >> bag >> slot;

    //sLog.outDetail("STORAGE: Read bag = %u, slot = %u", bag, slot);
    Item *pItem = _player->GetItemByPos(bag, slot);

    if (pItem && pItem->GetProto()->PageText)
    {
        WorldPacket data;

        uint8 msg = _player->CanUseItem(pItem);
        if (msg == EQUIP_ERR_OK)
        {
            data.Initialize (SMSG_READ_ITEM_OK, 8);
            sLog.outDetail("STORAGE: Item page sent");
        }
        else
        {
            data.Initialize(SMSG_READ_ITEM_FAILED, 8);
            sLog.outDetail("STORAGE: Unable to read item");
            _player->SendEquipError(msg, pItem, NULL);
        }
        data << pItem->GetGUID();
        SendPacket(&data);
    }
    else
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
}

void WorldSession::HandlePageQuerySkippedOpcode(WorldPacket & recv_data)
{
    sLog.outDebug("WORLD: Received CMSG_PAGE_TEXT_QUERY");

    uint32 itemid;
    uint64 guid;

    recv_data >> itemid >> guid;

    sLog.outDetail("Packet Info: itemid: %u guidlow: %u guidentry: %u guidhigh: %u",
        itemid, GUID_LOPART(guid), GUID_ENPART(guid), GUID_HIPART(guid));
}

void WorldSession::HandleSellItemOpcode(WorldPacket & recv_data)
{
    sLog.outDebug("WORLD: Received CMSG_SELL_ITEM");
    uint64 vendorguid, itemguid;
    uint32 count;

    recv_data >> vendorguid >> itemguid >> count;

    if (!itemguid)
        return;

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        sLog.outDebug("WORLD: HandleSellItemOpcode - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid)));
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, itemguid, 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item *pItem = _player->GetItemByGuid(itemguid);
    if (pItem)
    {
        // prevent sell not owner item
        if (_player->GetGUID() != pItem->GetOwnerGUID())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }

        // prevent sell non empty bag by drag-and-drop at vendor's item list
        if (pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }

        // prevent sell currently looted item
        if (_player->GetLootGUID() == pItem->GetGUID())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }

        // special case at auto sell (sell all)
        if (count == 0)
        {
            count = pItem->GetCount();
        }
        else
        {
            // prevent sell more items that exist in stack (possible only not from client)
            if (count > pItem->GetCount())
            {
                _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
                return;
            }
        }

        ItemPrototype const *pProto = pItem->GetProto();
        if (pProto)
        {
            if (pProto->SellPrice > 0)
            {
                if (count < pItem->GetCount())               // need split items
                {
                    Item *pNewItem = pItem->CloneItem(count, _player);
                    if (!pNewItem)
                    {
                        sLog.outError("WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count);
                        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
                        return;
                    }

                    pItem->SetCount(pItem->GetCount() - count);
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), count);
                    if (_player->IsInWorld())
                        pItem->SendUpdateToPlayer(_player);
                    pItem->SetState(ITEM_CHANGED, _player);

                    _player->AddItemToBuyBackSlot(pNewItem);
                    if (_player->IsInWorld())
                        pNewItem->SendUpdateToPlayer(_player);
                }
                else
                {
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
                    _player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    pItem->RemoveFromUpdateQueueOf(_player);
                    _player->AddItemToBuyBackSlot(pItem);
                }

                uint32 money = pProto->SellPrice * count;
                _player->ModifyMoney(money);

                _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money);
            }
            else
                _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }
    }
    _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, pCreature, itemguid, 0);
    return;
}

void WorldSession::HandleBuybackItem(WorldPacket & recv_data)
{
    sLog.outDebug("WORLD: Received CMSG_BUYBACK_ITEM");
    uint64 vendorguid;
    uint32 slot;

    recv_data >> vendorguid >> slot;

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        sLog.outDebug("WORLD: HandleBuybackItem - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid)));
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item *pItem = _player->GetItemFromBuyBackSlot(slot);
    if (pItem)
    {
        uint32 price = _player->GetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + slot - BUYBACK_SLOT_START);
        if (!_player->HasEnoughMoney(price))
        {
            _player->SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, pItem->GetEntry(), 0);
            return;
        }

        ItemPosCountVec dest;
        uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg == EQUIP_ERR_OK)
        {
            _player->ModifyMoney(-(int32)price);
            _player->RemoveItemFromBuyBackSlot(slot, false);
            _player->ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
            _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
            _player->StoreItem(dest, pItem, true);
        }
        else
            _player->SendEquipError(msg, pItem, NULL);
        return;
    }
    else
        _player->SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, 0, 0);
}

void WorldSession::HandleBuyItemInSlotOpcode(WorldPacket & recv_data)
{
    sLog.outDebug("WORLD: Received CMSG_BUY_ITEM_IN_SLOT");
    uint64 vendorguid, bagguid;
    uint32 item, slot, count;
    uint8 bagslot;

    recv_data >> vendorguid >> item  >> slot >> bagguid >> bagslot >> count;

    // client expects count starting at 1, and we send vendorslot+1 to client already
    if (slot > 0)
        --slot;
    else
        return;                                             // cheating

    uint8 bag = NULL_BAG;                                   // init for case invalid bagGUID

    // find bag slot by bag guid
    if (bagguid == _player->GetGUID())
        bag = INVENTORY_SLOT_BAG_0;
    else
    {
        for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        {
            if (Bag *pBag = (Bag*)_player->GetItemByPos(INVENTORY_SLOT_BAG_0,i))
            {
                if (bagguid == pBag->GetGUID())
                {
                    bag = i;
                    break;
                }
            }
        }
    }

    // bag not found, cheating?
    if (bag == NULL_BAG)
        return;

    GetPlayer()->BuyItemFromVendorSlot(vendorguid,slot,item,count,bag,bagslot);
}

void WorldSession::HandleBuyItemOpcode(WorldPacket & recv_data)
{
    sLog.outDebug("WORLD: Received CMSG_BUY_ITEM");
    uint64 vendorguid;
    uint32 item, slot, count;
    uint8 unk1;

    recv_data >> vendorguid >> item >> slot >> count >> unk1;

    // client expects count starting at 1, and we send vendorslot+1 to client already
    if (slot > 0)
        --slot;
    else
        return; // cheating

    GetPlayer()->BuyItemFromVendorSlot(vendorguid,slot,item,count,NULL_BAG,NULL_SLOT);
}

void WorldSession::HandleListInventoryOpcode(WorldPacket & recv_data)
{
    uint64 guid;

    recv_data >> guid;

    if (!GetPlayer()->isAlive())
        return;

    sLog.outDebug("WORLD: Recvd CMSG_LIST_INVENTORY");

    SendListInventory(guid);
}

void WorldSession::SendListInventory(uint64 vendorguid)
{
    sLog.outDebug("WORLD: Sent SMSG_LIST_INVENTORY");

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        sLog.outDebug("WORLD: SendListInventory - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid)));
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    // Stop the npc if moving
    if (pCreature->hasUnitState(UNIT_STAT_MOVING))
        pCreature->StopMoving();

    VendorItemData const* vItems = pCreature->GetVendorItems();
    if (!vItems)
    {
        WorldPacket data(SMSG_LIST_INVENTORY, (8+1+1));
        data << uint64(vendorguid);
        data << uint8(0);                                   // count==0, next will be error code
        data << uint8(0);                                   // "Vendor has no inventory"
        SendPacket(&data);
        return;
    }

    uint8 numitems = vItems->GetItemCount();
    uint8 count = 0;

    WorldPacket data(SMSG_LIST_INVENTORY, (8+1+numitems*8*4));
    data << uint64(vendorguid);

    size_t count_pos = data.wpos();
    data << uint8(count);

    float discountMod = _player->GetReputationPriceDiscount(pCreature);

    for (uint8 vendorslot = 0; vendorslot < numitems; ++vendorslot )
    {
        if (VendorItem const* crItem = vItems->GetItem(vendorslot))
        {
            if (ItemPrototype const *pProto = sObjectMgr.GetItemPrototype(crItem->item))
            {
                if ((pProto->AllowableClass & _player->getClassMask()) == 0 && pProto->Bonding == BIND_WHEN_PICKED_UP && !_player->isGameMaster())
                    continue;
                // Only display items in vendor lists for the team the
                // player is on. If GM on, display all items.
                if (!_player->isGameMaster() && ((pProto->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY && _player->GetTeam() == ALLIANCE) || (pProto->Flags2 == ITEM_FLAGS_EXTRA_ALLIANCE_ONLY && _player->GetTeam() == HORDE)))
                    continue;
                ++count;

                // reputation discount
                int32 price = crItem->IsGoldRequired(pProto) ? uint32(floor(pProto->BuyPrice * discountMod)) : 0;

                data << uint32(vendorslot+1);    // client expects counting to start at 1
                data << uint32(crItem->item);
                data << uint32(pProto->DisplayInfoID);
                data << int32(crItem->maxcount <= 0 ? 0xFFFFFFFF : pCreature->GetVendorItemCurrentCount(crItem));
                data << uint32(price);
                data << uint32(pProto->MaxDurability);
                data << uint32(pProto->BuyCount);
                data << uint32(crItem->ExtendedCost);
            }
        }
    }

    if (count == 0)
    {
        data << uint8(0);                                   // "Vendor has no inventory"
        SendPacket(&data);
        return;
    }

    data.put<uint8>(count_pos, count);
    SendPacket(&data);
}

void WorldSession::HandleAutoStoreBagItemOpcode(WorldPacket & recv_data)
{
    //sLog.outDebug("WORLD: CMSG_AUTOSTORE_BAG_ITEM");
    uint8 srcbag, srcslot, dstbag;

    recv_data >> srcbag >> srcslot >> dstbag;
    //sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u", srcbag, srcslot, dstbag);

    Item *pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
        return;

    if (!_player->IsValidPos(dstbag, NULL_SLOT, false))      // can be autostore pos
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    uint16 src = pItem->GetPos();

    // check unequip potability for equipped items and bank bags
    if (_player->IsEquipmentPos (src) || _player->IsBagPos (src))
    {
        uint8 msg = _player->CanUnequipItem(src, !_player->IsBagPos (src));
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }
    }

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(dstbag, NULL_SLOT, dest, pItem, false);
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pItem, NULL);
        return;
    }

    // no-op: placed in same slot
    if (dest.size() == 1 && dest[0].pos == src)
    {
        // just remove grey item state
        _player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
        return;
    }

    _player->RemoveItem(srcbag, srcslot, true);
    _player->StoreItem(dest, pItem, true);
}

void WorldSession::HandleBuyBankSlotOpcode(WorldPacket& recvPacket)
{
    sLog.outDebug("WORLD: CMSG_BUY_BANK_SLOT");

    uint64 guid;
    recvPacket >> guid;

    // cheating protection
    /* not critical if "cheated", and check skip allow by slots in bank windows open by .bank command.
    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_BANKER);
    if (!pCreature)
    {
    sLog.outDebug("WORLD: HandleBuyBankSlotOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
    return;
    }
    */

    uint32 slot = _player->GetBankBagSlotCount();

    // next slot
    ++slot;

    sLog.outDetail("PLAYER: Buy bank bag slot, slot number = %u", slot);

    BankBagSlotPricesEntry const* slotEntry = sBankBagSlotPricesStore.LookupEntry(slot);

    WorldPacket data(SMSG_BUY_BANK_SLOT_RESULT, 4);

    if (!slotEntry)
    {
        data << uint32(ERR_BANKSLOT_FAILED_TOO_MANY);
        SendPacket(&data);
        return;
    }

    uint32 price = slotEntry->price;

    if (!_player->HasEnoughMoney(price))
    {
        data << uint32(ERR_BANKSLOT_INSUFFICIENT_FUNDS);
        SendPacket(&data);
        return;
    }

    _player->SetBankBagSlotCount(slot);
    _player->ModifyMoney(-int32(price));

    data << uint32(ERR_BANKSLOT_OK);
    SendPacket(&data);

    _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT);
}

void WorldSession::HandleAutoBankItemOpcode(WorldPacket& recvPacket)
{
    sLog.outDebug("WORLD: CMSG_AUTOBANK_ITEM");
    uint8 srcbag, srcslot;

    recvPacket >> srcbag >> srcslot;
    sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);

    Item *pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
        return;

    ItemPosCountVec dest;
    uint8 msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pItem, NULL);
        return;
    }

    if (dest.size() == 1 && dest[0].pos == pItem->GetPos())
    {
        _player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
        return;
    }

    _player->RemoveItem(srcbag, srcslot, true);
    _player->BankItem(dest, pItem, true);
}

void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket)
{
    sLog.outDebug("WORLD: CMSG_AUTOSTORE_BANK_ITEM");
    uint8 srcbag, srcslot;

    recvPacket >> srcbag >> srcslot;
    sLog.outDebug("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);

    Item *pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
        return;

    if (_player->IsBankPos(srcbag, srcslot))                 // moving from bank to inventory
    {
        ItemPosCountVec dest;
        uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }

        _player->RemoveItem(srcbag, srcslot, true);
        _player->StoreItem(dest, pItem, true);
    }
    else                                                    // moving from inventory to bank
    {
        ItemPosCountVec dest;
        uint8 msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }

        _player->RemoveItem(srcbag, srcslot, true);
        _player->BankItem(dest, pItem, true);
    }
}

void WorldSession::HandleSetAmmoOpcode(WorldPacket & recv_data)
{
    if (!GetPlayer()->isAlive())
    {
        GetPlayer()->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, NULL, NULL);
        return;
    }

    sLog.outDebug("WORLD: CMSG_SET_AMMO");
    uint32 item;

    recv_data >> item;

    if (!item)
        GetPlayer()->RemoveAmmo();
    else
        GetPlayer()->SetAmmo(item);
}

void WorldSession::SendEnchantmentLog(uint64 Target, uint64 Caster,uint32 ItemID,uint32 SpellID)
{
    WorldPacket data(SMSG_ENCHANTMENTLOG, (8+8+4+4+1));     // last check 2.0.10
    data << uint64(Target);
    data << uint64(Caster);
    data << uint32(ItemID);
    data << uint32(SpellID);
    data << uint8(0);
    SendPacket(&data);
}

void WorldSession::SendItemEnchantTimeUpdate(uint64 Playerguid, uint64 Itemguid,uint32 slot,uint32 Duration)
{
    // last check 2.0.10
    WorldPacket data(SMSG_ITEM_ENCHANT_TIME_UPDATE, (8+4+4+8));
    data << uint64(Itemguid);
    data << uint32(slot);
    data << uint32(Duration);
    data << uint64(Playerguid);
    SendPacket(&data);
}

void WorldSession::HandleItemNameQueryOpcode(WorldPacket & recv_data)
{
    uint32 itemid;
    recv_data >> itemid;
    recv_data.read_skip<uint64>();                          // guid

    sLog.outDebug("WORLD: CMSG_ITEM_NAME_QUERY %u", itemid);
    ItemSetNameEntry const *pName = sObjectMgr.GetItemSetNameEntry(itemid);
    if (pName)
    {
        std::string Name = pName->name;
        int loc_idx = GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
            if (ItemSetNameLocale const *isnl = sObjectMgr.GetItemSetNameLocale(itemid))
                sObjectMgr.GetLocaleString(isnl->Name, loc_idx, Name);

        WorldPacket data(SMSG_ITEM_NAME_QUERY_RESPONSE, (4+Name.size()+1+4));
        data << uint32(itemid);
        data << Name;
        data << uint32(pName->InventoryType);
        SendPacket(&data);
    }
}

void WorldSession::HandleWrapItemOpcode(WorldPacket& recv_data)
{
    sLog.outDebug("Received opcode CMSG_WRAP_ITEM");

    uint8 gift_bag, gift_slot, item_bag, item_slot;
    //recv_data.hexlike();

    recv_data >> gift_bag >> gift_slot;                     // paper
    recv_data >> item_bag >> item_slot;                     // item

    sLog.outDebug("WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", gift_bag, gift_slot, item_bag, item_slot);

    Item *gift = _player->GetItemByPos(gift_bag, gift_slot);
    if (!gift)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    if (!(gift->GetProto()->Flags & ITEM_PROTO_FLAG_WRAPPER)) // cheating: non-wrapper wrapper
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    Item *item = _player->GetItemByPos(item_bag, item_slot);

    if (!item)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL);
        return;
    }

    if (item == gift)                                          // not possable with pacjket from real client
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsEquipped())
    {
        _player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR))        // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsBag())
    {
        _player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsSoulBound())
    {
        _player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->GetMaxStackCount() != 1)
    {
        _player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    // maybe not correct check  (it is better than nothing)
    if (item->GetProto()->MaxCount>0)
    {
        _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    trans->PAppend("INSERT INTO character_gifts VALUES ('%u', '%u', '%u', '%u')", GUID_LOPART(item->GetOwnerGUID()), item->GetGUIDLow(), item->GetEntry(), item->GetUInt32Value(ITEM_FIELD_FLAGS));
    item->SetEntry(gift->GetEntry());

    switch (item->GetEntry())
    {
    case 5042:  item->SetEntry(5043); break;
    case 5048:  item->SetEntry(5044); break;
    case 17303: item->SetEntry(17302); break;
    case 17304: item->SetEntry(17305); break;
    case 17307: item->SetEntry(17308); break;
    case 21830: item->SetEntry(21831); break;
    }
    item->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
    item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED);
    item->SetState(ITEM_CHANGED, _player);

    if (item->GetState() == ITEM_NEW)                          // save new item, to have alway for `character_gifts` record in `item_instance`
    {
        // after save it will be impossible to remove the item from the queue
        item->RemoveFromUpdateQueueOf(_player);
        item->SaveToDB(trans);                                   // item gave inventory record unchanged and can be save standalone
    }
    CharacterDatabase.CommitTransaction(trans);

    uint32 count = 1;
    _player->DestroyItemCount(gift, count, true);
}

void WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
{
    sLog.outDebug("WORLD: CMSG_SOCKET_GEMS");

    uint64 item_guid;
    uint64 gem_guids[MAX_GEM_SOCKETS];

    recv_data >> item_guid;
    if (!item_guid)
        return;

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
        recv_data >> gem_guids[i];

    //cheat -> tried to socket same gem multiple times
    if ((gem_guids[0] && (gem_guids[0] == gem_guids[1] || gem_guids[0] == gem_guids[2])) ||
        (gem_guids[1] && (gem_guids[1] == gem_guids[2])))
        return;

    Item *itemTarget = _player->GetItemByGuid(item_guid);
    if (!itemTarget)                                         //missing item to socket
        return;

    ItemPrototype const* itemProto = itemTarget->GetProto();
    if (!itemProto)
        return;

    //this slot is excepted when applying / removing meta gem bonus
    uint8 slot = itemTarget->IsEquipped() ? itemTarget->GetSlot() : uint8(NULL_SLOT);

    Item *Gems[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
        Gems[i] = gem_guids[i] ? _player->GetItemByGuid(gem_guids[i]) : NULL;

    GemPropertiesEntry const *GemProps[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)                //get geminfo from dbc storage
        GemProps[i] = (Gems[i]) ? sGemPropertiesStore.LookupEntry(Gems[i]->GetProto()->GemProperties) : NULL;

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)                //check for hack maybe
    {
        if (!GemProps[i])
            continue;

        // tried to put gem in socket where no socket exists (take care about prismatic sockets)
        if (!itemProto->Socket[i].Color)
        {
            // no prismatic socket
            if (!itemTarget->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT))
                return;

            // not first not-colored (not normaly used) socket
            if (i != 0 && !itemProto->Socket[i-1].Color && (i+1 >= MAX_GEM_SOCKETS || itemProto->Socket[i+1].Color))
                return;

            // ok, this is first not colored socket for item with prismatic socket
        }

        // tried to put normal gem in meta socket
        if (itemProto->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META)
            return;

        // tried to put meta gem in normal socket
        if (itemProto->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META)
            return;
    }

    uint32 GemEnchants[MAX_GEM_SOCKETS];
    uint32 OldEnchants[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)                //get new and old enchantments
    {
        GemEnchants[i] = (GemProps[i]) ? GemProps[i]->spellitemenchantement : 0;
        OldEnchants[i] = itemTarget->GetEnchantmentId(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i));
    }

    // check unique-equipped conditions
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (!Gems[i])
            continue;

        // continue check for case when attempt add 2 similar unique equipped gems in one item.
        ItemPrototype const* iGemProto = Gems[i]->GetProto();

        // unique item (for new and already placed bit removed enchantments
        if (iGemProto->Flags & ITEM_PROTO_FLAG_UNIQUE_EQUIPPED)
        {
            for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
            {
                if (i == j)                                    // skip self
                    continue;

                if (Gems[j])
                {
                    if (iGemProto->ItemId == Gems[j]->GetEntry())
                    {
                        _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                        return;
                    }
                }
                else if (OldEnchants[j])
                {
                    if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                    {
                        if (iGemProto->ItemId == enchantEntry->GemID)
                        {
                            _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                            return;
                        }
                    }
                }
            }
        }

        // unique limit type item
        int32 limit_newcount = 0;
        if (iGemProto->ItemLimitCategory)
        {
            if (ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(iGemProto->ItemLimitCategory))
            {
                // NOTE: limitEntry->mode is not checked because if item has limit then it is applied in equip case
                for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
                {
                    if (Gems[j])
                    {
                        // new gem
                        if (iGemProto->ItemLimitCategory == Gems[j]->GetProto()->ItemLimitCategory)
                            ++limit_newcount;
                    }
                    else if (OldEnchants[j])
                    {
                        // existing gem
                        if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                            if (ItemPrototype const* jProto = ObjectMgr::GetItemPrototype(enchantEntry->GemID))
                                if (iGemProto->ItemLimitCategory == jProto->ItemLimitCategory)
                                    ++limit_newcount;
                    }
                }

                if (limit_newcount > 0 && uint32(limit_newcount) > limitEntry->maxCount)
                {
                    _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                    return;
                }
            }
        }

        // for equipped item check all equipment for duplicate equipped gems
        if (itemTarget->IsEquipped())
        {
            if (uint8 res = _player->CanEquipUniqueItem(Gems[i],slot,limit_newcount >= 0 ? limit_newcount : 0))
            {
                _player->SendEquipError(res, itemTarget, NULL);
                return;
            }
        }
    }

    bool SocketBonusActivated = itemTarget->GemsFitSockets();    //save state of socketbonus
    _player->ToggleMetaGemsActive(slot, false);             //turn off all metagems (except for the target item)

    //if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met

    //remove ALL enchants
    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget,EnchantmentSlot(enchant_slot),false);

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (GemEnchants[i])
        {
            itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT+i), GemEnchants[i],0,0);
            if (Item* guidItem = _player->GetItemByGuid(gem_guids[i]))
                _player->DestroyItem(guidItem->GetBagSlot(), guidItem->GetSlot(), true);
        }
    }

    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget,EnchantmentSlot(enchant_slot),true);

    bool SocketBonusToBeActivated = itemTarget->GemsFitSockets();//current socketbonus state
    if (SocketBonusActivated ^ SocketBonusToBeActivated)     //if there was a change...
    {
        _player->ApplyEnchantment(itemTarget,BONUS_ENCHANTMENT_SLOT,false);
        itemTarget->SetEnchantment(BONUS_ENCHANTMENT_SLOT, (SocketBonusToBeActivated ? itemTarget->GetProto()->socketBonus : 0), 0, 0);
        _player->ApplyEnchantment(itemTarget,BONUS_ENCHANTMENT_SLOT,true);
        //it is not displayed, client has an inbuilt system to determine if the bonus is activated
    }

    _player->ToggleMetaGemsActive(slot, true);              //turn on all metagems (except for target item)

    itemTarget->SetSoulboundTradeable(NULL, _player, false); // clear tradeable flag
}

void WorldSession::HandleCancelTempEnchantmentOpcode(WorldPacket& recv_data)
{
    sLog.outDebug("WORLD: CMSG_CANCEL_TEMP_ENCHANTMENT");

    uint32 eslot;

    recv_data >> eslot;

    // apply only to equipped item
    if (!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0,eslot))
        return;

    Item* item = GetPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, eslot);

    if (!item)
        return;

    if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
        return;

    GetPlayer()->ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
    item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
}

void WorldSession::HandleItemRefundInfoRequest(WorldPacket& recv_data)
{
    sLog.outDebug("WORLD: CMSG_ITEM_REFUND_INFO");

    uint64 guid;
    recv_data >> guid;                                      // item guid

    Item *item = _player->GetItemByGuid(guid);
    if (!item)
    {
        sLog.outDebug("Item refund: item not found!");
        return;
    }

    GetPlayer()->SendRefundInfo(item);
}

void WorldSession::HandleItemRefund(WorldPacket &recv_data)
{
    sLog.outDebug("WORLD: CMSG_ITEM_REFUND");
    uint64 guid;
    recv_data >> guid;                                      // item guid

    Item *item = _player->GetItemByGuid(guid);
    if (!item)
    {
        sLog.outDebug("Item refund: item not found!");
        return;
    }

    GetPlayer()->RefundItem(item);
}

/* Handles the packet sent by the client when requesting information about item text.
|*
|* This function is called when player clicks on item which has some flag set
|*/
void WorldSession::HandleItemTextQuery(WorldPacket & recv_data )
{
    uint64 itemGuid;
    recv_data >> itemGuid;

    sLog.outDebug("CMSG_ITEM_TEXT_QUERY item guid: %u", GUID_LOPART(itemGuid));

    WorldPacket data(SMSG_ITEM_TEXT_QUERY_RESPONSE, (4+10));    // guess size

    if (Item *item = _player->GetItemByGuid(itemGuid))
    {
        data << uint8(0);                                       // has text
        data << uint64(itemGuid);                               // item guid
        data << item->GetText();
    }
    else
    {
        data << uint8(1);                                       // no text
    }

    SendPacket(&data);
}
